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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.115 by root, Sat Jun 3 02:32:34 2006 UTC vs.
Revision 1.243 by root, Sat Nov 18 22:35:59 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 6- PANGO: create upstream-patch for inclusion into pango
712:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
812:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
912:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
10 12
11- IMPORTANT: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). 13- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
12- IMPORTANT: invite (and maybe others) _need_ to be documented 14- IMPORTANT: server-protocol/upgrade etc.
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 15- IMPORTANT: good installation instructions/problem faq.
14- IMPORTANT: save map shift in config. 16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
15- IMPORTANT: message log window often loses contents after refreshes/res switches 17- FEATURE: beside the floorbox, have a recent inventory items box
16 (m,aybe not, maybe after loging out and in again?) 18- embedded widgets not always shown at corretc position initially.
17- IMPORTANT: toplevel geometry is not respected on moves. 19- fix the pod referencing - L<glossary/space> does not get you anywhere.
18- IMPORTANT: learning spells does not make them show up automatically in the completer? 20 * possibly look into auto-marking (wiki-style) certain key sequences.
19- IMPORTANT: statusbox update timer
20- IMPORTANT: statusbox tooltip must not go away on updates
21- IMPORTANT: history for completer (cursor-up)
22- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: stats window looks like shit initially (widget allocation?)
25 21
22should be solved/investigated before 1.0 release:
23- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
24- should not segfault when no soundcard installed.
25- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
26- when in history "mode", completer cannot access completions at all
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
29 ^^^^ when pressing shift-insert
30- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
38- playerbook/skills should have sensible tooltips with skill descriptions
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- NPC dialog box should have close button which finishes the dialog
41- mapmap (overview) - scroll visible area by clicking/dragging
26- binding window and editor layout broken for long recordings 42- binding window and editor layout broken for long recordings => use scroller
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 43- maybe open the help viewer on the first start, or a simple dialog that
28- minor: skill list which shows XP and lets u bind stuff 44 initially lists keybidings for gcfclient converts.
45- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
29 50
30should be solved/investitaged before release: 51post-1.0:
31- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
32 and add column titles (also for other tables like inventory and bindings)
33- log messages received and commands sent to ~/.crossfire/log.$ip
34- the binding editor should have a append-record mode or something like that
35- rethink message display in lower left corner
36- cairo/win32 looks like shit (premultiplied alpha bug?)
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit) 53 (after starting, press quit)
39- flopper/menu imrpovement: 54- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
40 * things that are menus should act more like menus 55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41- better focus management: put focus onto active windows, remove it again later 56 affect neighbouring visible pixels (border bleeding).
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 57- examine etc., should use extendeddrawinfo or sth. similar
43- enter runmode when cursor-key repeats (maybe not?) 58- player list from server for tell etc. commands
44- mapmap (overview) - scroll visible area by clicking/dragging 59- save only dirty cached maps, and save dirty maps != current map
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 60- look into extendedmapinfo
46- maybe move window managing functionality into toplevel
47- better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49
50low priority:
51- win32, fow_tetxure sometimes nukes other textures
52 (mostly fixed, but still there: displays list and texture uploads do not go well together)
53- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
54- completer should know more about arguments, e.g. cast summon pet monster, 61- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all"). 62 or that some commands do not take arguments ("drop all").
56- textview should not snap to bottom on resize. 63- sliders do not change size after reconfigure.
57- alt+cursor == diagonal 64- enter runmode when cursor-key repeats (maybe not?)
58- look into extendedmapinfo
59- save only dirty cached maps, and save dirty maps != current map
60- inventory update must be incremental (too slow) (really? check)
61- try to synchronize local animation speed with server updates to save on screen refreshes.
62- player list from server for tell etc. commands
63- examine etc., should use extendeddrawinfo or sth. similar
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
66- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
67 of small textures. 67 of small textures.
68- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
69 affect neighbouring visible pixels (border bleeding).
70- pango fontsize measure and decrease to achieve real pixel height
71 68
72TEMPORARY SERVER TODO: 69TEMPORARY SERVER TODO:
70- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
73- palyer peaceful setting should be independen of game peaceful setting 71- palyer peaceful setting should be independen of game peaceful setting
74 (i.e. one should be able to become hostile against guards but still 72 (i.e. one should be able to become hostile against guards but still
75 be peaceful - the palyer peaceful would be toggled by priests and shown 73 be peaceful - the palyer peaceful would be toggled by priests and shown
76 in who, the game peaceful steting would be toggled by the peaceful command 74 in who, the game peaceful steting would be toggled by the peaceful command
77 but not otherwise shown). 75 but not otherwise shown).
84 be an attack (mentioned before). You also get no exp for this 82 be an attack (mentioned before). You also get no exp for this
85- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
86 your comments, with the mentioning of the current map (and perhaps an 84 your comments, with the mentioning of the current map (and perhaps an
87 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
88 86
87
88 #TODO#d# display texture cache
89 {
90 glEnable GL_TEXTURE_2D;
91 glBindTexture GL_TEXTURE_2D, 41;
92 glColor 1, 1, 1, 1;
93 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
94 glEnable GL_BLEND;
95 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
96 glBegin GL_QUADS;
97 glTexCoord 0,1; glVertex 0,0;
98 glTexCoord 1,1; glVertex 255,0;
99 glTexCoord 1,0; glVertex 255,255;
100 glTexCoord 0,0; glVertex 0,255;
101 glEnd;
102 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D;
104 }
105
89set_face 4783 => 70 106set_face 4783 => 70
90libpng warning: Ignoring gAMA chunk with gamma=0 107libpng warning: Ignoring gAMA chunk with gamma=0
91allocating id 71 108allocating id 71
92OK 109OK
93set_face 4782 => 71 110set_face 4782 => 71
99allocating id 73 116allocating id 73
100OK 117OK
101set_face 4784 => 73 118set_face 4784 => 73
102libpng warning: Ignoring gAMA chunk with gamma=0 119libpng warning: Ignoring gAMA chunk with gamma=0
103 120
121 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
122 /*first pass*/
123 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 if (premultpliedTransparency)
126 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
127 else
128 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
129 /*render the object here*/
130
131 On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows:
132 /*second pass*/
133 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
136 /*render the object with alpha replaced with 1-a*/
137
138 Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows:
139 /*third pass*/
140 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
141 glDepthMask(TRUE); /*enable Z buffer*/
142 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
143 /*render the object with alpha replaced with 1*/
144
145

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